Maya 8 wishlist!


#181

I used to think this too, and it does, but only if you have Polygons > Tool Options > Keep Faces Together turned off.

If you turn that on, it does what you expect. It’s weird not having that as an option on the tool though.


#182

I’m a Max user, new to Maya, I dont know if this is the right place for this post?

but when I rotate the “joint” Local Rotation Axis in the compnent mode, I don’t seem to see how much I’m rotating?!, do I have to put a button on a shelf for every possible angle?!,
is it a bug in Maya, why don’t they provide a “Transform Type-in” feature that works in every mode like max,

if it’s only me, so please tell me that I’m wrong, if not I hope to have this fixed in the future version in Maya.


#183

I wish :frowning: . Sorry but that doesn’t work. I always have keep faces together turned on, and to be sure I did a test just then.
Could you be thinking of Extract with Seperate Extracted Faces turned off?


#184

That’s because when you rotate the a joint’s Local Rotation Axis component, you’re acctually rotating the Joint Offset, which is good. Select the joint and go into the Attribute Editor, notice the Joint Offset attribute? If you’re setting up joints you really should use this to allign them rather than Rotation. Doing this you get zeroed off rotation values and in turn the gimbal is always correct at it’s initial rotation


#185

Yes, I suddenly realised a few minutes after posting that perhaps I was thinking of that, you’re right.

:scream:


#186

thanks but I still have some daubt, so could you help me, I’m gonna make a new thread here in Maya section.


#187
  • way more precise behavior of virtual sliders …

#188

^^^^^agree^^^^

fluid’s editable graphs could be less pokey


#189

R P friggin’ F support PLEASE! getting motion blur out in maya is like pulling teeth as of current. It would just be nice to have something that After effects or combustion or whatever could read as a motion vector pass without using a special shader and plugin. These are neccesary elements, and for some reason, there is not built in support. Shame shame. This was already posted once, but I just wanted to concur.

Also, some sort of built in engine similar to the reactor “havoc” deal or whatever might be helpful for doing dynamic simulation type stuff. Everything else major has already been mentioned.

-Z


#190

Also, some sort of built in engine similar to the reactor “havoc” deal or whatever might be helpful for doing dynamic simulation type stuff. Everything else major has already been mentioned.

Maya has way better dynamics built in from the start (try the dynamics tab). The havoc implementation in max is totally inferior compared to it


#191

How About Making BackBurner available to Maya Projects?

Unlimited Mental Ray rendering-

God- Now that would be something:bounce:


#192

I think we need to be able group layers into folders, much like in Photoshop. My list of layers for large scene is just so long that no one can find the correct layer anymore. Need some grouping for the layer editor.

We do need a render manager too, something like the backburner for Max (like what DaveG has mentioned). It’s rather hard to get feedback on the rendering status and also to control (pause, stop) the batch render. Or is there some external tool that I have missed out that can do this now…?


#193

What is also very annyooing that you cant slide all windows… some have the little << >> buttons underneath… for god sake just let me grab the edge and slide it to exaclt how far i want to go… why are those buttons there ?

Also why does the help files need a special server? I dont need to have any services running just for a helpfile


#194

is being able to switch windows, tweak settings, move the Renderview around, WHILE Maya is rendering, AND still be able to see the render progressing on the viewport after doing all that. Because right now, the moment you leave the RenderView, or click anywhere outside of it, you stop seeing the render progress. This really really sux. I wish it was like cinema4D in this respect.

Also, another thing that could be like cinema4D is the displacement calculation. In some cases, what Mental Ray for Maya takes to do in 20 minutes, cinema4D can do in 3 minutes for Displacement.

Terence


#195

Totally agree.

But a multithreaded dynamics engine and maybe Aegia Physix support wouldn’t hurt. Especially for rigid body and mesh fluid dynamics.


#196

That´s true, maya´s layer editor is kind of ancient. However in the meantime you can find this useful: http://www.highend3d.com/maya/downloads/mel_scripts/interface_display/3944.html


#197

LOL… ok i have to ask… what would you want that for?[/QUOTE]
Well, being short I’ve tried to do something like

miDefaultOptions.finalGatherRays = trunc(envSky_FGR.outAlpha)

not sure if that’s smart, though. It only returned an average value of 85 regardless my setup for that envSky (Sun Brightness = 3000; Halo Brightness = 1000; Sky Brightness = 64, all these standing for FGRays). For instance the returned value was not greater because sun is just a little spot in a whole sky.

Yes, that’s off-topic, sorry people. But wait, no ! Still want that (if that’s not totally pointless) ! I can do mel a bit, not code a plugin using I dunno what compiler…

And yes Mustique, multithreaded mel interpretation (as long as dynamics ARE mel) would be cool as I told that some page b4 :thumbsup:


#198

Well, maya like most established packages has all sorts of ways to skin a cat…no pun intended…

An easy button would be nice…Gets you out of a jam when youve been wracking your brains around a complex rigging issue and dont have a geek bigger than yourself available.

Seriously, I dont know if know if maya addressed this after ver 5…the ver. I’m stuck with… but a in window motion curve similiar to key framed data in lightwave would be nice…

Kind of sick of using the hypergraph…especially black driven key curves…bla…

Autodesk now owns maya…Well heres an idea…Make a gui config for the maya user for max and one for the max user for maya. So each interface can emulate there respective interfaces…

That way either user is happy and can still use there own features and you dont have to totally rework the underlying code just the links for the appropirate similar commands.

sell the emulator seprately…make more money…

some preset quadraped rigs…customizable features…

Better animation data, rig data, export feature similar to Xsi…Love the way this works…

I Love the Hypergraph would like to see come organization features clr coding ect…Lines that arnt staight daigonal lines but more like a compositor flow chart… Seems slugish to sometimes…

Trax…well I hear it’s good in the new versions…They said the same thing when it came out…I’ve never met anyone who actaully ususes it…

It sounded great in theory…

Really.

I know plugins…But hey whats 4000.00 for Maya 7 complete anyways…4000.00 more than I have right now…

Pose space deformation didnt even happen till ver 7, hell Hash animation master has had something simiilar for so long now…This feature along with soft mod tool I’ve been wanting oh so long now…want maya 7 so badly…

Make the software 600.00…Not too cheap dont more meatheads jocking for the same job…Even 1000.00…

Xsi…very good example very capable at so many things and only 499.00 for Foundation

Make it a worth while upgrade. 64 bit version avail yet?

Question: why Is it that a new tool worthy of a hole new ver. If U come up with a tool such as the soft mod tool make it also avail as a plugin to older versions…make it optimised for the new version and faster with less bugs…that way you can hook people with the new “crack” and get them to upgrade…


#199

More undo level in the canvas, more control over (2d) strokes history management, keeping history separate from DAG (like it is now).

Lovely art package…

And maybe ability to have many simultaneous canvas via buttons or/and introducing layered canvas, handy as psd support is here now… Well, for Maya 8.5 maybe :slight_smile:


#200

Yeah, I think it’s safe to say that any new suggestions made now wont make it into Maya 8